I don't even know If I will fix it for 2.0. Unity have some issues with it which will be fixed soon.

Click to expand...

What issues are you referring to here? SPSR has been working without problems for a couple of years, it's just the custom shaders (like R.A.M.) that need to be fixed to work properly with it. In fact SPSR has even been superceded by the newer Single Pass Instanced rendering mode.

What is it you're waiting for Unity to fix regarding this?

In any case you're saying that the current version and your new update (2.0) isn't going to support SPSR?

R.A.M. is a good looking water/river shader for flat games, but it's not viable for VR until SPSR support (at least) is implemented.

What issues are you referring to here? SPSR has been working without problems for a couple of years, it's just the custom shaders (like R.A.M.) that need to be fixed to work properly with it. In fact SPSR has even been superceded by the newer Single Pass Instanced rendering mode.

What is it you're waiting for Unity to fix regarding this?

In any case you're saying that the current version and your new update (2.0) isn't going to support SPSR?

R.A.M. is a good looking water/river shader for flat games, but it's not viable for VR until SPSR support (at least) is implemented.

Click to expand...

We work with amplify devs and they have issues to implement this because of engine bug. We can probably do it manualy for sure like we hack unity terrain to push cts 2019 with instancing and all features. Anyway such solutions are time expensive and anoying to support.

Does R.A.M. support water falls
Everytime I do a vertical drop like this this is what it looks like.
shows wierd blocky lines in it too.
I haven't edited the texture or anything.
Thought about just taking the water falls out of my game and making it just a slope.
I was looking at a screen shot you did of a good looking water fall though.

Hi I have one question is it posible to make RAM editing in the build (exactly I mean if I have map editor attached to the game, so people can design rivers inside that map editor)
I understand that I will have to rework at least GUI, but sometimes it might struggle on more parts. So I am asking.

Hi I have one question is it posible to make RAM editing in the build (exactly I mean if I have map editor attached to the game, so people can design rivers inside that map editor)
I understand that I will have to rework at least GUI, but sometimes it might struggle on more parts. So I am asking.

Click to expand...

Yes you have api for that. In r.a.m 2.0 you got more automatic stuff related to this area.

Most importat question on which you didnt answer is what device you use it look the same even when you move psline out from terrain a bit in that point?

Yes you have api for that. In r.a.m 2.0 you got more automatic stuff related to this area.

Click to expand...

Sorry man I thought i answered that.
This is how it looks in the editor with out doing a build I can only assume it looks the same in a build.
Using Windows 10
I moved the spline further from the terrain doesn't seem to matter.
Here is a pic of how far it is from the terrain now.

Here is a video maybe you can see better if there is something I'm doing wrong.

Click to expand...

Now you got me. Hmmm only at this place? Maybe spline shape is retarded? Spline should have scale 1 1 1 rotation 0 0 0.
It looks like retarded uv at this place. It only shows at build?
Try to move it a bit in this place or something that will change uv there. I never seen such error.

Is that mobile shader or tesseled? non tesseled? If its mobile it could be because of texture compression if its related only to waterfall.

idk how it happen but the blockiness went away.
I think I restarted Unity. Pretty sure it did it to all my water falls. Anyways

Is this the expected result?
Maybe i can make it look better by transparenting some of the texturing a little bit with the color tool.
I think I noticed in one of your pictures it looks like you transparent some of it to get a good result.

Do you have a few good pictures of how a water fall like this should look? That i'm trying to do.

idk how it happen but the blockiness went away.
I think I restarted Unity. Pretty sure it did it to all my water falls. Anyways

Is this the expected result?
Maybe i can make it look better by transparenting some of the texturing a little bit with the color tool.
I think I noticed in one of your pictures it looks like you transparent some of it to get a good result.

Do you have a few good pictures of how a water fall like this should look? That i'm trying to do.

Click to expand...

Did you bake ambient light? Did you modify our material as this look a bit odd? specialy normalmaps etc.

well... I purchased the asset. Opened the demo island for mobile. Click build and run on my android device: no water. It displays on the editor but not on the device. So it doesn't seem to support mobile.

well... I purchased the asset. Opened the demo island for mobile. Click build and run on my android device: no water. It displays on the editor but not on the device. So it doesn't seem to support mobile.

Click to expand...

It depends from mobile as we catch. We have mobile users and most works but I truly can say it will work for all of them. What mobile btw? There is also screen grab pass function which we put as option in r.a.m 2.0 to avoid problems for old mobiles.

It depends from mobile as we catch. We have mobile users and most works but I truly can say it will work for all of them. What mobile btw? There is also screen grab pass function which we put as option in r.a.m 2.0 to avoid problems for old mobiles.

Click to expand...

It's a Samsung sm-g361f with android 5.1.1 that supports opengl up to version 3
never had any issues, i'm afraid ram requires opengl version 3.1 or higher which basically removes about 50% of all android devices

It's a Samsung sm-g361f with android 5.1.1 that supports opengl up to version 3
never had any issues, i'm afraid ram requires opengl version 3.1 or higher which basically removes about 50% of all android devices

Hello
When I put PointLight on the water, River mesh look like below , it is very fast flickering
my unity version is 2018.3.6f / RAM auto material is lastest version
how do i fix it ?View attachment 418678

Click to expand...

Tesseled version will have such behave. It's limit in engine by default but there is trick to avoid which cost other function;/

If you add decal:blend into pragma surface at shader it will start to work but also drop rendering order at waterfalls (you will see backfaces at waterfall surfaces). Bascily you will drop 1 of our feature. Look:

It's a Samsung sm-g361f with android 5.1.1 that supports opengl up to version 3
never had any issues, i'm afraid ram requires opengl version 3.1 or higher which basically removes about 50% of all android devices

Click to expand...

Yeap unfortunly. RAM 2019 will have grab screen color on shader switch but not sure if this solve the problem, I hope so.

In Unity 2018.3r13 with LWRP, I get errors below when importing (Imported the LWRP latest version asset from the RAM folder). Any suggestion on how to fix?

Assets\NatureManufacture Assets\Spline System\Scripts\LakePolygon\LakePolygon.cs(218,31): error CS7036: There is no argument given that corresponds to the required formal parameter 'z' of 'Vertex.Vertex(double, double, double)'

Assets\NatureManufacture Assets\Spline System\Scripts\LakePolygon\LakePolygon.cs(219,18): error CS1061: 'Vertex' does not contain a definition for 'z' and no accessible extension method 'z' accepting a first argument of type 'Vertex' could be found (are you missing a using directive or an assembly reference?)

In Unity 2018.3r13 with LWRP, I get errors below when importing (Imported the LWRP latest version asset from the RAM folder). Any suggestion on how to fix?

Assets\NatureManufacture Assets\Spline System\Scripts\LakePolygon\LakePolygon.cs(218,31): error CS7036: There is no argument given that corresponds to the required formal parameter 'z' of 'Vertex.Vertex(double, double, double)'

Assets\NatureManufacture Assets\Spline System\Scripts\LakePolygon\LakePolygon.cs(219,18): error CS1061: 'Vertex' does not contain a definition for 'z' and no accessible extension method 'z' accepting a first argument of type 'Vertex' could be found (are you missing a using directive or an assembly reference?)

I bought R.A.M. it looks like it is using TriangleNet, pity I also use it in my project. Now I got serious conflicts.
It might be a good idea for a creator to use it's own namespace for example NatureManufacture.TraingleNet.

Now I don't know if i should use my TriangleNet or the one provided with R.A.M. is it a modified version or clean one ?

[Edit]
It is clearly different than mine:

Code (CSharp):

'Vertex' does not contain a definition for'z' and no accessible extension method 'z' accepting a first argument of type 'Vertex' could be found (are you missing a using directive or an assembly reference?)

I bought R.A.M. it looks like it is using TriangleNet, pity I also use it in my project. Now I got serious conflicts.
It might be a good idea for a creator to use it's own namespace for example NatureManufacture.TraingleNet.

Now I don't know if i should use my TriangleNet or the one provided with R.A.M. is it a modified version or clean one ?

[Edit]
It is clearly different than mine:

Code (CSharp):

'Vertex' does not contain a definition for'z' and no accessible extension method 'z' accepting a first argument of type 'Vertex' could be found (are you missing a using directive or an assembly reference?)

Why "Ram 2019", but not "Ram 2", is planned new version every year as subscription?

Click to expand...

We will see. The thing is that we spent 4 months to build new version and it cost us alot. Without small upgrade price it woudnt be resonable for us. I will setup new forum for ram 2019 tommorow and announce everything

RAM , and now RAM 2019. one thing I like to see is a comparision of RAM and RAM 2019 , like many tools do, so incase people who may NOT need to upgrade based on needs/wants. So wondering what RAM 2019 offers, that RAM does not. I understand RAM 2019, is for Unity 2019 + but wondering what has been added to RAM 2019 that RAM does not have.

I see mainly screen shots, some videos of Meadow and a few other of your assets, so not 100% sure what is different. So if you can post this, or add to the asset that would help make people make a more uniform choose if they need an asset or not. Thanks! for any information.

PS: I cut way back on buying assets and use Unity much less now a days, so I want to be sure if its something we may want or need of one of our Unity games in development. . Thank you.

also if you built your rivers with RAM, and use RAM 2019 will you need to rebuild the whole rivers all over again. I had this issue when buying VS to VS pro... So we are in production so no time to keep redoing stuff, so important questions for us, before we buy or not.

There's a problem with RAM 2019, specifically with this new Buoyancy system.

In the Demo Offset, the River itself has a Mesh collider, non-convex, non-trigger.
The items which are supposed to float have a Cube or Capsule Collider, Non-convex, non-trigger.

So since nothing can penetrate the other, there is no buoyancy (nor wetting).

If you try to set the objects to triggers, they do float, but then they reach the shore often and since they are triggers, they don't collide and just go into the terrain and sometimes go flying or fall through the world.

If you try to set the water to trigger (which requires setting it to Convex first), the objects just fall through the water to the bottom.

So there doesn't seem to any combination that actually makes the Buoyancy work properly.

There's a problem with RAM 2019, specifically with this new Buoyancy system.

In the Demo Offset, the River itself has a Mesh collider, non-convex, non-trigger.
The items which are supposed to float have a Cube or Capsule Collider, Non-convex, non-trigger.

So since nothing can penetrate the other, there is no buoyancy (nor wetting).

If you try to set the objects to triggers, they do float, but then they reach the shore often and since they are triggers, they don't collide and just go into the terrain and sometimes go flying or fall through the world.

If you try to set the water to trigger (which requires setting it to Convex first), the objects just fall through the water to the bottom.

So there doesn't seem to any combination that actually makes the Buoyancy work properly.

Click to expand...

Please check manual about it. You have to uncheck 1 box at physics and it will work. We cant check convex on such unreagular shape like river

RAM , and now RAM 2019. one thing I like to see is a comparision of RAM and RAM 2019 , like many tools do, so incase people who may NOT need to upgrade based on needs/wants. So wondering what RAM 2019 offers, that RAM does not. I understand RAM 2019, is for Unity 2019 + but wondering what has been added to RAM 2019 that RAM does not have.

I see mainly screen shots, some videos of Meadow and a few other of your assets, so not 100% sure what is different. So if you can post this, or add to the asset that would help make people make a more uniform choose if they need an asset or not. Thanks! for any information.

PS: I cut way back on buying assets and use Unity much less now a days, so I want to be sure if its something we may want or need of one of our Unity games in development. . Thank you.

also if you built your rivers with RAM, and use RAM 2019 will you need to rebuild the whole rivers all over again. I had this issue when buying VS to VS pro... So we are in production so no time to keep redoing stuff, so important questions for us, before we buy or not.

Why new paid version? Because we spent 4 months to rebuild it and add more features. Now it have totaly more options and shader is clear to understand, flexible and look much better. Now you have full control over it and all strange noises are removed. Whole system get huge boost and alot of new features. Take look at changelog and you will understand.

RAM 2019 is also for unity 2018.3+ It's better for it then old ram.

For old users update cost 15$ for this who bought pack not longer then 2 months ago it's free.

SHOWCASE VIDEO

TUTORIAL

Changelog since old r.a.m version

total shaders rebuild:

water micro-waves added

water makro-waves added

better normals manage

upgraded noises

fully scalable in size / tiling

older mobiles support - grabpass screen switch

single pass vr support

foam algorithm upgrade now it get realistic noise

more transparent material UI

reduced number of shaders, all of them now support flowmap and vertex color

added realistic water translucency (waves tops are brighter)

more realistic tesselation system

reatime object wetness added

water physics added, you can even make object flow on water surface and make it wet at realtime

ok I've just tested it on mobile... the mobile demo (which btw, you can't look around or anything, there is an island floating there that I can't even look at from the phone). It runs at 5fps.
Just to give you an idea, I'm developed a game, full terrain and water multiplayer. It runs at 30 fps on the same device. www.dogfightelite.com if you are curious.
RAM basic mobile demo at 5fps on that device... really needs to check the performance on this. It's horrible for now.

Oops...

"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.